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Messages - dburgdorf

Pages: [1] 2 3 ... 92
Not remove - change it to remove all hidden "terrain cost" for structure calculation.... Vanilla dirt is something to be inheretly carried around by pawns... so its not even logical to add strange ples of dirt(that are produced indefinitely of thin air and cannot be disposed of by other means than dropping of caravan)....

First, I have absolutely no idea what you mean by "hidden" costs, as the cost and yield of the various terrain transformations in "Fertile Fields" are clearly defined.

Second, it's nonsensical to talk about "vanilla dirt," as there's no such thing. Vanilla RimWorld doesn't allow for terraforming, and therefore, doesn't include dirt or any other material only used in terraforming. Your argument basically boils down to, "I like the things that the mod lets me do, but I don't like that it adds new materials that have to be used in doing those things."

Third, as regards your comment about dirt "produced indefinitely out of thin air," I have to ask.... Have you ever actually *used* "Fertile Fields," or did you just come here and start posting semi-coherent complaints about it without even bothering to see how it works? Because it absolutely does *not* allow you to produce dirt "out of thin air." Terraforming in the mod is a zero-sum game. The idea that to use dirt or other materials to improve a tile, you have to first remove those materials from a different tile, has been a foundational concept of the mod since its inception two years ago.

I honestly have no idea why you felt the need to post an, "I'm going to make a new mod vaguely inspired by your own mods," comment, but you're welcome to create whatever you like.

4. fishing node will allow for bill giving....

I have no idea what, if anything, you've actually done yet, but you do realize that this change alone will require pretty much a complete rewrite of the code in "Fishing," right?

7. will remove most terraforming recipes for terrain.... 8. will remove most upgrades.... 9. will remove pile of dirt....

In other words, you don't want to use "Fertile Fields." That's fine. So... why not just, you know, not use it? I'm not sure I see the need for a mod that removes the functionality of another mod that no one has to use in the first place.

And on a side note, of course plant pots don't require piles of dirt. The piles of dirt are *huge*, as would be expected when your pawns are using them to terraform large patches of land. Conceptually, the amount of dirt in one of the mod's "piles of dirt" could probably fill hundreds of plant pots.

Off-Topic / Re: Count to 9000 before Tynan posts!
« on: December 18, 2018, 05:39:53 PM »

Off-Topic / Re: Count to 9000 before Tynan posts!
« on: December 13, 2018, 10:51:19 AM »

Off-Topic / Re: Count to 9000 before Tynan posts!
« on: December 12, 2018, 09:20:32 AM »

Off-Topic / Re: Count to 9000 before Tynan posts!
« on: December 11, 2018, 01:42:06 PM »

With all the question marks on the packaging, I really hope one of the minifigs you could get from it was the Riddler.  ;)

Off-Topic / Re: Count to 9000 before Tynan posts!
« on: December 10, 2018, 05:52:48 PM »

Tools / Re: [LIB] Harmony v1.2.0.1
« on: December 09, 2018, 04:06:07 PM »
If you are using monodevelop....

I'm using SharpDevelop, and it's already set to compile with C# version 5.0, so I have no idea why it doesn't like the syntax in your example. But as Kiame pointed out, it can be worked around, so I don't think it's too big a concern, and I'd really rather not derail this thread any more than I already have.  ;)

Perhaps it would be clearer if the buttons primarily described the resulting resource, but not a change in the type of soil :)

If the buttons "primarily described" the byproducts of the transformations instead of the transformations themselves, you'd end up with a lot of buttons uselessly labeled with names like "two piles of dirt."

The buttons are labeled with the names of the relevant transformations because enabling your pawns to transform terrain into other terrain is their primary function. The costs and byproducts of the transformations, however, are all listed in the info window, so the information is readily available.

P.S. Also note marshy soil => rough gravel for 13 works it's too great for tropical rainforest.

Terraforming is, by design, work intensive. It's not supposed to be something that's quick and easy, and I won't be altering the mod to make it so.

How to get Pile of dirt by digging?

Dirt is obtained by removing it from tiles where it's not needed. (For example, transforming a soil tile to a rough gravel tile will provide you with three piles of dirt.)

If you're not familiar with how the mod works, I *strongly* encourage you to read the "Getting Started with 'Fertile Fields'" document. At the very least, you should read the "Using the Mod" section of the mod's description, which addresses this specific question.

Tools / Re: [LIB] Harmony v1.2.0.1
« on: December 09, 2018, 08:47:17 AM »
be careful, the "?" syntax after  is required in the situation that WorkTab is null so you don't get a null exception

When I add the question mark to the line, it won't even compile; I get a syntax error.

Pawns Are Capable! has been updated:

- PAC should now once again work just fine in conjunction with Fluffy's "Work Tab" mod.

Tools / Re: [LIB] Harmony v1.2.0.1
« on: December 08, 2018, 10:00:18 AM »
Could it be something as small as capitalizing "postfix"?


I've been banging my head against a wall for three days, trying to figure out what was wrong, and completely missed that. :P

Thank you.

Tools / Re: [LIB] Harmony v1.2.0.1
« on: December 08, 2018, 08:17:31 AM »
What I'm trying to do:

WorkTab.Pawn_Extensions.AllowedToDo contains a couple of calls directly to CombinedDisabledWorkTags. I'm fairly certain that those calls are the source of the current incompatibility between "Work Tab" and "Pawns are Capable." Replacing them with calls to WorkTagIsDisabled *should* allow the mods to play together nicely.

So I'm trying to patch WorkTab as follows (and thanks, notfood, for the conditional framework)....
Code: [Select]
static class WorkTab_Pawn_Extensions_AllowedToDo {
static MethodBase target;
static bool Prepare() {
var mod = LoadedModManager.RunningMods.FirstOrDefault(m => m.Name == "Work Tab");
if (mod == null) {
return false;
var type = mod.assemblies.loadedAssemblies.FirstOrDefault(a => a.GetName().Name == "WorkTab").GetType("WorkTab.Pawn_Extensions");
if (type == null) {
Log.Warning("PAC can't patch WorkTab; no Pawn_Extensions found!");
return false;
target = AccessTools.DeclaredMethod(type, "AllowedToDo");
if (target == null) {
Log.Warning("PAC can't patch WorkTab; no Pawn_Extensions.AllowedToDo found!");
return false;
return true;
static MethodBase TargetMethod() {
return target;
static void postfix(this Pawn pawn, WorkGiverDef workgiver, ref bool __result) {
if (pawn.story != null) {
__result = !pawn.story.WorkTypeIsDisabled(workgiver.workType) &&
!pawn.story.WorkTagIsDisabled(workgiver.workTags) &&

The problem is, the patch never actually seems to be applied. Harmony's debug log includes the "AllowedToDo" method, so Harmony knows it's supposed to be patched, but it *isn't* patched. It never calls the postfix.

(I've also tried using a prefix, but it didn't make any difference.)

Anyone have any ideas what I'm missing here?

Do you think [having AI factions build a base on your map] is possible with the current modding system in place?

I don't think it's possible, period. It has nothing to do with the modding system, but with the game's AI. To have an AI faction settle on your map and build a base from scratch, over time, would essentially require that the AI be able to actually *play* the game, the code for which simply doesn't exist.

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